I have a base mesh created in zbrush, and i've exported it out to topogun. The first problem i notice is that some areas lose detail (the lips). Then I export to maya and notice that the model is tiny.

At first I did'nt put it together, but my professor helped realize the loss of detail in topogun could possibly have to do with the fact I created the mesh in Zbrush, and the size was small so resolution was lost.

So the noob question of the day is how can I make sure this mesh i created in zbrush is at a large enough size that I can cycle between all these applications and not lose resolution. Its pain re topologizing and wanting to project the detail from one the old mesh to the new one, but having to re size the re topologized mesh on top of the detailed one.

The scale of the mesh is completely independent of the resolution/polycount of the mesh. My guess is that your mesh looks more detailed in ZB due to the Matcap shading. when sculpting in ZB it's very important to ALWAYS switch around different materials and move your lightsource around to view the mesh under different lighting conditions.

Follow Us On:

The CGSociety

The CGSociety is the most respected and accessible global organization for creative digital artists. The CGS supports artists at every level by offering a range of services to connect, inform, educate and promote digital artists worldwide. More about us on TheArtSociety.com